};
// Moves using a single iteration; speed should not exceed pos_max_d/dtime
collisionMoveResult collisionMoveSimple(Environment *env,IGameDef *gamedef,
f32 pos_max_d, const aabb3f &box_0,
f32 stepheight, f32 dtime,
};
// Moves using a single iteration; speed should not exceed pos_max_d/dtime
collisionMoveResult collisionMoveSimple(Environment *env,IGameDef *gamedef,
f32 pos_max_d, const aabb3f &box_0,
f32 stepheight, f32 dtime,